The save file wipe issue appears to be more related to Interpreter being very buggy in all 2.x versions of PJ64. The IRONY of that.

Sorry for many days of no codes,I have several ASM codes planned to eventually become stable releases.

Here is a Super Smash Bros. (U) as a taste of what's to come with more optimization for character specific fail-safes added to them.
This one currently has no fail-safe for different characters chosen,so it will cause issues if for P1 is ever something other than Mario.
Using 1P Mode is completely safe because of an activator that uses only the VS Mode match-has-started flag but you can change both the 4D19 and 4D80 to 4B29 and 4B90 to use this in 1P Mode,just select Mario though.

This can be modded to use the other slots so you can change the stats of other players instead of P1's but you need to know the right address to set the appropriate line to in order for it to function correctly.

Again,sorry for my terrible support lately,finding some ASM codes is extra difficult.

Donkey Kong 64 (U)

DK Arcade Sound Mods;

These require you to wait until the DK Arcade is already opened on its title screen before you enable them or there is a risk of corruption for some dumb reason when using a lot of them or all of them at once.
These may also fail to work on recompiler due to poor support for ASM changes on PJ64 which I really hope can be fixed soon to match Mupen Android's resilience for ASM related codes working in real-time.

Let me know if it doesn't work for you,its very likely to happen,but the same value that it reads in order to activate shows up on either method of playing DK Arcade.
Playing it via Banana Fairy is recommended for stability reasons,plus its more forgiving,also,loading a save makes it freeze anyway,which effing sucks.
So,only use the code if all you want to do in that session is play DK Arcade via Banana Fairy access.

Hope you can get to the end and beat DK,let JumpMan die at least once to hear the sounds replaced if it works.
The best sign of the code failing to work is when the stomps for slanting the floors of Stage 1 are still original and when DK still growls instead of speaking upon starting a game.

Split Up Anywhere Activator
D0081084 0008
81117F76 3AE0
D0081084 0004
81117F76 3248
Press d-pad up then hit jump to use,press d-pad down to revert back to jump action.
Move Kazooie as soon as she appears so you can avoid rejoining,you can control both players with this or press jump after moving Kazooie to make Banjo stop for normal behavior.

Character Mod Activators
800F6243 0001
D0079AFE 0008
80135520 000E
D0079AFE 0004
80135520 000E
D0079AFE 0002
80135520 000E
D0079AFE 0001
80135520 000E
D0079AFE 0028
80135520 000E
D01354E3 000A
801354F8 0002
D21354E3 000A
801354F8 0001
Use D-pad and then D-pad+L then D-pad+R and finally D-pad Up+Z for transformations once you are in-game.
Golden Goliath and Clockwork Kazooie Bomb are both left out due to issues.
Also avoid using Clockworks,don't use the split-up pads,don't use Talon Torpedo,Don't activate Golden Goliath,and don't get Mumbo manually or bad things happen due to how I jimmied the player spawn data into allowing this code to be otherwise stable.

Edit: Sad news! recompiler is oddly not accepting this code after the first character change.
It runs into an error on the secondary attempt while Interpreter can have it spammed with no such issues.

Edit 2: It works fine on older versions of PJ64 like 1.6 in recompiler.

Edit 3: A future version of PJ64 will likely have this fixed.
People like the EmuCR may have a build of another recent PJ64 version anyway within the next few days,unless the ones on the main site are built from a special branch.
Anyone with Patreon can access the latest builds from there on the buildbot uploads.